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Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
currently: ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags_TryToAvoidRefresh); - This is NOT meant to replace frame-wide/app-wide idle mode. - This is another tool: the idea that a given window could avoid refresh and reuse last frame contents. - I think it needs to be backed by a careful and smart design overall (refresh policy, load balancing, making it easy and obvious to user). - It's not there yet, this is currently a toy for experimenting. My other issues with this: - It appears to be very simple, but skipping most of Begin() logic will inevitably lead to tricky/confusing bugs. Let's see how it goes. - I don't like very much that this opens a door to varying inconsistencies - I don't like very much that it can lead us to situation where the lazy refresh gets disabled in bulk due to some reason (e.g. resizing a dock space) and we get sucked in the temptation to update for idle rather than update for dynamism.
This commit is contained in:
60
imgui.cpp
60
imgui.cpp
@@ -6334,6 +6334,30 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
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}
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}
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// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
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// This is designed as a toy/test-bed for
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void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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window->SkipRefresh = false;
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if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
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return;
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if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
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{
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// FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
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if (window->Appearing) // If currently appearing
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return;
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if (window->Hidden) // If was hidden (previous frame)
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return;
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if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow)
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return;
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if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow)
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return;
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window->DrawList = NULL;
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window->SkipRefresh = true;
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}
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}
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// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
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// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
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// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
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@@ -6532,11 +6556,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window->Appearing)
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SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
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// [EXPERIMENTAL] Skip Refresh mode
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UpdateWindowSkipRefresh(window);
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// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
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g.CurrentWindow = NULL;
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// When reusing window again multiple times a frame, just append content (don't need to setup again)
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if (first_begin_of_the_frame)
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if (first_begin_of_the_frame && !window->SkipRefresh)
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{
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// Initialize
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const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
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@@ -7027,12 +7054,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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else
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{
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// Skip refresh always mark active
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if (window->SkipRefresh)
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window->Active = true;
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// Append
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SetCurrentWindow(window);
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SetLastItemDataForWindow(window, window->TitleBarRect());
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}
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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if (!window->SkipRefresh)
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PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
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// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
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window->WriteAccessed = false;
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@@ -7040,7 +7072,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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g.NextWindowData.ClearFlags();
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// Update visibility
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if (first_begin_of_the_frame)
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if (first_begin_of_the_frame && !window->SkipRefresh)
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{
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
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{
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@@ -7086,6 +7118,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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skip_items = true;
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window->SkipItems = skip_items;
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}
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else if (first_begin_of_the_frame)
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{
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// Skip refresh mode
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window->SkipItems = true;
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}
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// [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
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// (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
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@@ -7128,9 +7165,16 @@ void ImGui::End()
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// Close anything that is open
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if (window->DC.CurrentColumns)
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EndColumns();
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PopClipRect(); // Inner window clip rectangle
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if (!window->SkipRefresh)
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PopClipRect(); // Inner window clip rectangle
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PopFocusScope();
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if (window->SkipRefresh)
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{
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IM_ASSERT(window->DrawList == NULL);
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window->DrawList = &window->DrawListInst;
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}
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// Stop logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
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LogFinish();
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@@ -7815,6 +7859,14 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
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g.NextWindowData.BgAlphaVal = alpha;
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}
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// This is experimental and meant to be a toy for exploring a future/wider range of features.
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void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
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g.NextWindowData.RefreshFlagsVal = flags;
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}
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ImDrawList* ImGui::GetWindowDrawList()
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{
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ImGuiWindow* window = GetCurrentWindow();
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